Rename files in Docs, and add new Doc about print statements.

This commit is contained in:
2026-02-09 16:07:15 -05:00
parent db35967fb9
commit bf7cb9d258
21 changed files with 188 additions and 30 deletions

View File

@@ -125,11 +125,9 @@ public:
UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
// Scan an animation step for key-value pairs of the form mat_XXXX={x,y,z}.
// For each match, create a dynamic material instance on the actor's mesh
// components and set the vector parameter XXXX. Materials are restored to
// their base (non-dynamic) state before applying, so parameters from
// previous calls do not persist.
// Using mat_xxxx values from the animation step, update the actor's
// material parameters. Doing this may involve creating or replacing
// dynamic material instances for the actor.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
static void AnimationStepApplyMaterials(const FlxAnimationStep& step, AActor* actor);
@@ -137,6 +135,8 @@ public:
// Look for a mesh=name key-value pair in the animation step.
// If found, load the named mesh and apply it to the actor's
// mesh component. The actor must have exactly one mesh component.
// If FallbackToBP is true, and mesh=name is not present, looks
// for a bp=name pair instead.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
static void AnimationStepApplyMesh(const FlxAnimationStep& step, bool FallbackToBP, AActor* actor);
@@ -144,6 +144,8 @@ public:
////////////////////////////////////////////////
//
// An animation step that doesn't actually store the step,
// it just contains a pointer to the string.
//
////////////////////////////////////////////////
@@ -243,7 +245,7 @@ private:
FlxStreamBuffer Decoder;
public:
// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
// Initialize the FlxAnimationStepDecoder.
//
FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}

View File

@@ -4,21 +4,34 @@
#include "ConsoleOutput.generated.h"
//////////////////////////////////////////////////////////////
//
// ConsoleOutput
//
// This class stores the text that's in the unreal console.
// It stores it as one great big string, which contains
// newlines to denote line breaks.
// When the lua code executes a print statement, the text
// eventually gets passed to the GameMode blueprint: see
// Docs/Print-Statement-Handling.md for more information.
//
// The GameMode blueprint is expected to create a virtual
// console of some sort to display the print statements.
// This class, ConsoleOutput, is a class that the GameMode
// can optionally use to help implement that virtual console.
//
// This class just collects the print statements and keeps
// a record of what text is in the virtual console. The
// text is stored as one big string.
//
// This class also contains a 'dirty' bit. Each time somebody
// appends a line of text to the console, the dirty bit is
// automatically set. The bit can be checked using 'IsDirty'
// and cleared using 'ClearDirty'. This makes it so that
// you don't have to update the unreal widget unless the
// text has actually changed.
// and cleared using 'ClearDirty'. Assuming that the GameMode
// is maintaining a text widget of some sort, the GameMode
// can transfer the contents of this buffer into the text
// widget only when the dirty bit is set.
//
// Note that the GameMode is not obligated to use this class.
// If the GameMode wants to use some other framework to
// implement the virtual console, that's perfectly fine.
//
//////////////////////////////////////////////////////////////